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Titan Dweevil

From The Codex
Articles About The Dweevil Family
Pikmin Series Anode Dweevil - Caustic Dweevil - Fiery Dweevil - Munge Dweevil - Titan Dweevil

The largest member of the dweevil family, this fearsome predator carries protective components that frequently exhibit offensive capabilities, an evolution that may be attributed to mere chance. Another evolutionary theory is that the chemical contents of the containers carried by titan dweevils contribute to possible gene splicing. While other dweevils do not seem to choose the objects they carry, the titan dweevil appears to prefer shiny objects above all others.
~ Olimar's research notes on the Titan Dweevil

Eaten raw, this predator's luxurious legs are bold and full flavored. What a satisfying crunch!
~ Louie's research notes on the Titan Dweevil

The leader of the Dream Den, and Louie's captor, is equipped with an arsenal that produces hazards of all varieties. Since the creature is very tall, you'll have to start by targeting its weapons with high-flying yellow Pikmin. Be ready to rescue them when they're in need, and have your leader sidestep the hazards.
~ Pikmin 2 Nintendo Player's Guide

Background

The Titan Dweevil is the final boss in Pikmin 2. It is the largest member of the dweevil family, and one of the largest creatures in the game. Unlike other dweevils, its only natural attack is to lash out with its pincers, which does no damage and is only an attempt to get Pikmin off it; the creature is only really dangerous because of the weapons it carries.

At the very bottom of the last cave in the game, the Dream Den, Olimar and the President find Louie sitting atop a mound of treasure. When they approach the mound, however, it reveals itself as the head of the Titan Dweevil. The enormous monster then proceeds to attack the Hocotate Freight employees, triggering the boss fight. Louie is found on top of it the first time the Titan Dweevil is battled; the sales pitch on him as a treasure suggests that he may somehow be in control of the dweevil, although if the dungeon is revisited and the boss is fought after rescuing Louie, it will still attack the leaders if the weapons weren't collected last time.

Despite being the final boss of Pikmin 2, defeating the Titan Dweevil does not necessarily lead to the end of the game, unlike the final bosses of Pikmin and Pikmin 3. It can be fought before many other bosses and recovering Louie will not yield any special ending unless the treasures are the last to be collected in the game. However, new e-mails will be received once Louie is found.

Statistics

Tier: At least 10-C, likely 10-A, Higher with weapons and Penetration Damage

Name: Titan Dweevil

Origin: Pikmin

Sex: Varies

Age: Unknown, likely the oldest and most developed species of the dweevil family

Classification: Giant Armoured Herculean Spider, Dweevil species

Status: Active (Is one of the most prominent species on PNF-404)

Alignment: Unaligned (The wildlife on PNF-404 don't follow moral ethics and simply survive like traditional animals in the wilderness)

Dimensionality: 3-D

Attack Potency: At least Below Average Human level+ (Can harm Olimar and the President, and can easily swat away Standard Pikmin), likely Athlete level (Can swat away Purple Pikmin, though they are unable to kill them on their own. Should be superior to the Red Bulborb which can launch a tire rim several meters into the air), Higher with weapons and Penetration Damage (The Titan Dweevil's four weapons make it the biggest threat of the Dream Den)

Durability: At least Below Average Human level+, likely Athlete level (The Titan Dweevils are one of the toughest lifeforms on PNF-404 and in the Dream Den, taking an entire squad of Pikmin to defeat it). Invulnerability through the dweevil's mimicking physiology makes it difficult to kill.

Striking Strength: At least Below Average Human Class+, likely Athlete Class, Higher with weapons and Penetration Damage

Lifting Strength: At least Below Average Human (Should be vastly superior to the Red Bulborb which can kick a tire rim several meters into the air. The dweevil species is capable of lifting dozens of times its own size with absolute ease)

Travel Speed: Superhuman+ (Can keep up with Pikmin on foot who can easily outpace pellet shots from the Gatling Groink which can travel at 168 m/s on average)

Combat Speed: Supersonic (Can tag and swat away Pikmin along with Olimar himself, and should be comparable to wildlife that use electricity-based attacks)

Reaction Speed: Supersonic (Comparable to the Pikmin themselves and can quickly swat entire groups away whilst being swarmed)

Stamina: Unknown (Their physiology implies they can remain indefinitely active depending on what they mimic)

Range: Below Average Melee physically, Average Melee with Flare Cannon and Comedy Bomb (Can attack across the entire dungeon floor centerpiece), Above Average Melee with Shock Therapy (Can reach outside the centerpiece of the dungeon floor), Kilometers with Monster Pump (Can attack across the entire dungeon floor and pulls water from the entire Dream Den), Higher depending on what they mimic

Intelligence: Animalistic (Dweevils typically aren't hostile by nature and simply want to mimic whatever it is they can pick up off the ground. Despite this, they have a basic understanding or survival instinct to fight off oncoming predators)


Powers and Abilities: Superhuman Physical Characteristics, Small Size (Type 2), Fire Manipulation & Resistance Negation (With Flare Cannon, even if Olimar has the Scorch Guard he will still get damaged by the Flare Cannon), Electricity Manipulation, Paralysis Inducement, & Resistance Negation (With Shock Therapist, can stun Olimar even though he's immune to electricity), Water Manipulation (With Monster Pump), Poison Manipulation (With Comedy Bomb), Invulnerability (Type 1; Cannot be damaged externally until all the weapons are off its body)

Limited Resistance to Petrification (The purple potion only petrifies its body and not its weapons, and can eventually break out of the petrification)


Standard Equipment

  • Flare Cannon: When used, it sprays flames in a set radius, as it rotates back and forth in a rough 180-degree motion. When this weapon is damaged, it will spray more of the area than normal. It affects even those that have a resistance to it.
  • Shock Therapist: When used, it will spit out eight electrical "nodes" that will activate after a delay and form multiple arcs of electricity between them that electrocute all that touch them. Even those with a resistance will be paralyzed. When this weapon is damaged, the nodes will activate the moment they are released and may move while activated.
  • Monster Pump: When used, it spits out blasts of water that will get latched onto the Pikmin's heads and suffocate them. When the weapon is damaged, it will spit out water at a faster rate.
  • Comedy Bomb: When used, it will spray three streams of poisonous gas, pointing in different ways, and are at equal distances from each other. When it is damaged, it will spray four streams that may change direction spontaneously and randomly.

Notable Techniques

  • Flare Cannon: When used, it sprays flames in a set radius, as it rotates back and forth in a rough 180-degree motion. When this weapon is damaged, it will spray more of the area than normal. It affects even those that have a resistance to it.
  • Shock Therapist: When used, it will spit out eight electrical "nodes" that will activate after a delay and form multiple arcs of electricity between them that electrocute all that touch them. Even those with a resistance will be paralyzed. When this weapon is damaged, the nodes will activate the moment they are released and may move while activated.
  • Monster Pump: When used, it spits out blasts of water that will get latched onto the Pikmin's heads and suffocate them. When the weapon is damaged, it will spit out water at a faster rate.
  • Comedy Bomb: When used, it will spray three streams of poisonous gas, pointing in different ways, and are at equal distances from each other. When it is damaged, it will spray four streams that may change direction spontaneously and randomly.

Other

Standard Tactics: The Titan Dweevil will choose from using one of its four weapons, the more damaged the weapon becomes, the more sporadic the item becomes.

Weaknesses: If all of it's weapons are taken down it is useless in a fight as it's a naturally pacifist creature.

Battle Records

None.

None.

None.

Discussions (Link For Mobile Users):

Discussion threads involving Titan Dweevil